From the course: 3ds Max: Rendering with Arnold

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Image-based lighting with a skydome

Image-based lighting with a skydome - 3ds Max Tutorial

From the course: 3ds Max: Rendering with Arnold

Image-based lighting with a skydome

- [Instructor] When we add an imaged-based lighting solution through the Environment and Effects dialogue, what we're actually doing behind the scenes, is creating an Arnold Skydome, and assigning it to a particular bitmap image. We can do the same thing manually, it doesn't really matter which way you do it. If you prefer to work with more than one environment, then you might want to think about using Skydome objects instead of the Environment dialogue, because you can just easily turn those Skydomes on and off. Let's create one in our scene. Go over to the Create panel, and choose Lights. From the pull down list, choose Arnold. Click on the Arnold Light button, and before creating an Arnold Light, you might want to adjust a few key parameters, especially the Light Type. In the Shape section under Type, switch that over to Skydome. And then, just click anywhere in the view port to create that Skydome. Right-click to…

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